Sorry about not posting here earlier, I forgot to...
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Beware, it's long.
Name: Amira
Age: Approximately 130, although because of her race, she appears to be about 18.
Race: Elf
Sex: Female
Hair: Bright yet natural red, usually pulled back in tight braid starting mid-way down her back. Her hair is long and by long, it is about waist length (it reaches her waist)
Eyes: Bright green.
Weight: 110 pounds
Height: 5’8 (five foot 8 inches).
Weapon: Amira usually wields a long sword, approximately two and a half feet long with a hilt of about six inches . This sword emits a blue aura. Because of Amira’s talents, she knows exactly where the sword is at all times. Another of her weapons includes a mahogany bow enlaced with gold and adorned in rubies and emeralds. The arrows she uses are also made of mahogany, although she can also form arrows out of air or water through her advanced talent of telekinesis
Armor: Nothing, except for a telekinetic shield Amira can summon, although it drains her energy at an amazing rate.
Strengths: Water. Whenever Amira is near a water source, she can regain her energy. Another of her strengths is her home area of Aphinia. Aphinia is an enormous country mostly covered a magic wood in which Amira was born. When in Aphinia, Amira can use telekinesis without it draining energy. Some of her talents include telekinesis, swordsmanship, and archery. Along with the other previously stated talents, Amira is also quite skilled at the art of horseback riding. When riding her horse, Amira becomes stronger at telekinesis because of the fact that her and her horse can mix both of their telekinetic powers together.
Weakness: Amira has many, many weaknesses, some of which are to be listed below. She is not able to use her magic close to fire. She is also not skilled at physical battles (fist-fighting). Because of this, she refrains from physical conflicts as much as possible. Also, if her horse Epiphany is murdered, Amira dies too. The last of the many quick deaths that can befall Amira is if the necklace bestowed upon her neck is removed when outside of Aphinia. In a way, it is her life-source, as well as her people’s life source. Therefore, if you were to remove any of her people’s necklaces, they would die immediately, if and only IF they happened to be traveling outside of Aphinia. This crystal is a fragment of a gigantic crystal residing in Aphinia’s central town of Bea’ Armoire. This is mainly because of the diamonds that are inlaid in them. When sleeping, Amira is plagued by horrid memories of her childhood and now is trying to find answers behind the many secrets that ensue her dreamworld every night.
Skills/Magic: Amira has been bestowed with psychic/telekinetic powers. She can form objects out of just about anything, but is strongest when dealing with water and/or air. When using her powers, she can also change the form of plants such as trees. When near a water source, Amira can also tap into her healing powers.
Appearance: Amira has near-perfect facial features. Because of her race, she can live through many years without aging at all. Her hair goes down to her waist, as stated previously. On special occasions, Amira wears an intricate golden circlet adorned in emeralds and a long emerald or cream-colored gown with bright red and gold designs coming up from the bottom. When on trips through Aphinia, Amira wears either a cream-colored dress with an impenetrable layer of chain-mail beneath it, or a short green outfit of an emerald-colored cotton shirt and skirt reaching her mid-thigh with matching forest-green boots. On her delicate neck lies a golden necklace embedded with but one enormous pink diamond.
Personality: Amira is respectful with everyone she meets, as long as they return the favor and mean no harm. If they do mean any form of harm, then Amira would know it because of her psychic abilities.
When in a physical battle, Amira usually is the first to attack. Because of her poor physical ability, when it comes to fist-fighting, Amira does the most damage at the first punch, while the opponent does not know it. She also uses her telekinetic and psychic abilities to get the opponent off their guard (i.e. hallucinations, shifting the ground on which the opponent stands, changing the surrounding area to distract the opponent, etc.) She also uses the surrounding objects at her advantage (making roots come out of the ground and tangling the opponent’s feet, causing hail, forming a weapon out of any surrounding material, etc.)
Amira enjoys anything natural. When in Aphinia, Amira usually plays with the local wildlife. Although, the one thing she enjoys most is horseback riding. At her estate in Aphinia, she owns an enormous female white horse named Epiphany. This horse shares the same psychic abilities as Amira. When the two are together, one can lend their strength to the other, both being each other’s life source.
The last bit that shows who Amira is is what she stands for. One of the many things she stands for is peace and serenity. She believes that if her race can find some level of both again, then her beloved Aphinia may once again be livable, but alas, it has not. Because of this, Amira plans to travel and find a way that her race may become peaceful yet again.
Biography: Long ago, in an enormous marble temple, an elfin child was born. This temple resided in Aphinia’s capital of Bea’ Armoire. Her parents were the elfin king and queen of Aphinia, her birthplace. Their names were King Tyrium and Queen Genevieve. After giving birth, the queen named her baby Amira, after the mythological goddess that had created Aphinia long ago.
After Amira’s 40th birthday (approx. 5th birthday in our race), Amira started schooling. In Aphinia, schooling was free, but very different to what we know schooling to be like today. On top of extremely difficult math, language, etc., you would had to of learned about whatever talent that you had and advance in it. Aphinian boys and girls were completely sure of their talents at a very young age (mainly through odd dreams and, for instance if you were psychic, you would be able to read people’s minds, etc.), around their 20th birthdays. Therefore, Amira had started going to school with her talents is mind. These talents were telekinesis, horseback riding, archery, and swordsmanship. She advanced much quicker than anyone else her age.
At around her 65th birthday, she received a pony and named her Epiphany. Within the upcoming week, Amira also received a sword and bow. Of course, these aren’t the ones she carry today, but are the amateur’s equivalent.
After about fifteen more years of schooling (looking about the age of 15), she graduated and instead of going away and getting a job, she got private schooling, the human equivalent of college. This feat usually took a child of Amira’s age until their 90th birthday, but because of her advanced way of thinking, she graduated ten years before her fellow piers. If you were of Aphinian royalty, this was just expected of you and you HAD to attend or you were to be shunned. Amira attended, not because of her fear of being shunned, but because she wanted to. At this time, her schooling was far more intricate then anything a normal human being could possibly imagine. Your extra-curricular activities included what your talents were, and, in Amira’s case, they were telekinesis, horseback riding, archery, and swordsmanship like before.
During her final graduation ceremony around 20 years later, Amira was given the sword she uses today. This sword had (and still does) a blade emanating with a sapphire aura. This is because of the fact that because of her mother and father being royal, Amira received the traditional Aphinian Royal Sword. This sword was made of the finest Aphinian crystals, crystals only found in the deepest depths of Armedia Forest, a forbidden forest plagued by atrocious monsters that resemble ogres. Armedia Forest is only legally entered by the brave and talented men and women who hunt for the Aphinian crystals. Along with her sword, Amira received the bow, the necklace she now wears, and the skill of lending her telekinetic powers to Epiphany and vise-versa. With that necklace, she has the ability to travel out of Aphinia without dieing.
After the ceremony, Amira was sent away to the faraway land of Felavore to give word to the king and queen of a band of barbarians making their own land in Armedia. Felavore and Aphinia had started a peace-treaty long ago and when something dangerous or threatening came up close to either of them, a representative, usually the heir to the thrown, as a test of endurance and skill (only if he or she was of age), was sent to the other land to share the news. When a war erupted with either of them, the other land would help out. She was given plenty of rations and a scroll to present to the king and queen of Felavore.
After a year of traveling to Felavore and back, Amira had returned to her beloved land of Aphinia, although it was the same. Everyone seemed on edge and to not remember who she was. This was a very odd sight considering Amira was a well-respected princess and would one day claim the thrown of Aphinia. When she arrived in Bea’ Armoire, her home and center of Aphinia, her sense of something vile happening had gotten worse. The castle, her home, had become deserted and blood-stained. Upon entering, her worst fear had been revealed to be true: her mother and father were held in the dungeon below the castle. Something very bad had happened and it didn’t seem that her fellow inhabitants of Aphinia cared very much at all.
She went down the many stares into the cold, dank dungeon. Skeletons lined the walls. The smell of rotting corpses lingered heavy in the cold air. Kept in a cell, being beaten to death was her father. His clothes were but a bloody layer of clothing. The man/women (the gender could not be made out) who had just been killing her father, had turned at the sound of Amira screech. The thing lunged at her pulling her at her hair and clothes. Her father’s voice sounding tortured, yet wise joining Amira’s as they screamed for the thing to stop. As if it had understood what they said, it stopped, only to whack Amira’s head with a wooden and poorly made club. He/she then dragged Amira’s limp body down more steps and into a wet and pitch-black cell.
Upon awakening, Amira’s head was pounding. She was going in and out of consciousness. The hard cobblestone-flooring had apparently bruised her delicate limbs to the point of bleeding above the skin. She fell into a coma like sleep until hours later when the same thing (or was it?) that had attacked her previously unlocked the door to the cell. He then opened the door and walked away. Amira’s began to get up, only to be stopped by the pain in every body part of her body and the fact that there was a chain connecting her wrists to the stone walls. All she could do was stare at the open doorway. She then remember her abilities, but could not use them for the fear that it could drain the last of her strength away; killing her. The torches that not lined the walls only made the situation worse. While Amira was groggily assessing the situation, a tall man entered the cell. This man was not like the barbarian that attacked her, but somehow seemed more evil. His face had a much more sophisticated look than the thing that attacked her, his eyes piercing her with an enormous amount of hate and distaste.
“W-W- where am I..?” Amira mumbled.
“In the dungeon of your beloved castle, remember? Oh wait, you must have been knocked out by that Armedian, right… Well, you should feel lucky. Because of that, you don’t know what had happened to you in this very cell, isn’t that nice?” His hateful, yet satirical voice rang out in the dungeon, echoing off of every cobblestone lining the walls.
Huh?! What’s that supposed to mean?
The buzzing in her head made it hard to think.
“What do you want from me?!”
“I want our freedom back, that’s what.”
“W-W-what do you mean?” Her split lip pulsed with each quick heartbeat.
“It seems like you still don’t have the brilliant mind that I thought you had. You poor, poor thing you. Well, I’ll let you go, but only because I feel bad for you. No, the real reason why I am going to let you go is because I don’t need to keep you here. I can see you wherever you are. I can interrogate you whenever and wherever you are. I can torture you in the same way I had while you were sleeping, even if you are on the other side of the Earth. Doesn’t that sound nice?” He laughed a horrid bout of laughter at something that was not funny at all. At that moment, Amira noticed the forked tongue that would lick the air almost rhythmically. He nonchalantly walked up to her, muffling her screams with one slender hand.
“Did I say I was going to hurt you? No, I didn’t. Just be calm and I‘ll let you go.” His voice was now obtaining an irritated edge.
Amira took in a long breath through her nose and let it out. The evil man then released her mouth and pulled a key out from one of the deep pockets inside his cloak and unlocked the shackles attached to her wrists. At this point, Amira could finally get a good look at him. He wore a black cloak with a hood shadowing his features. His eyes seemed to be pure black. He had no eyebrows or eyelashes. The nose he was accursed with was large and beak-shaped.
He then turned around and walked out of the cell, only to turn and shoot a bolt of light into Amira’s face, forcing yet another scream out of her and putting her into another coma like sleep.
About a day later, the man from before showed up in the doorway to her cell and screeched. This unearthly sound awoke Amira. She shook her head, trying to clear her head, stood up…… and froze. In front of her stood that awful man, although his calm composure was gone, revealing his true personality. He trotted over to her fearful body and slapped her face.
“I though I told you that you were free?! NOW GO!!” Amira’s aching body somehow came up with the strength to move. She bolted out of the cell and down the hall. The cell that once held her father was now empty. She wondered if it were best if she stuck around to save her father, but the thoughts were dashed by another of the man’s foul screams. The stone steps seemed longer than they were before, but she made it to the top eventually.
As Amira reached the surface, she dashed to the castle exit and fled to Epiphany. At the sight of her master, she let out a short whinny and Amira climbed on her back. Epiphany was trained out of Bea’ Armoire and into “The Blessed Fountain”. This fountain had water of the finest and purest of all of Aphinia. It was also blessed. Amira got off of Epiphany and sat down in the fountain. She tapped into the healing powers welling inside of her and healed her many cuts and bruises. With her strength renewed, Amira’s spirits were much higher and she began to hum a lullaby to herself, despite her anything-but-happy frame of mind. She then made sure that she hadn’t lost any of her talents by forming a small model of Epiphany. She then got up, yawned, and tied Epiphany to a tree and set up a small camp. After undoing her bedroll, she laid down and was immediately asleep.
The next morning, Amira had planned to ride Epiphany to Felavore and tell the people there about the fate of her parents, the king and queen of Aphinia.
Months later, after arriving in Felavore, Amira had broken the news to the king and queen there. They had suggested that she travel outside of Aphinia, for her own safety. They had also reassured that they would take care of everything and would send for her when they had resolved the issue. Knowing that she probably wouldn’t be able to help the situation if she disagreed, Amira promised to keep her nose out of it. She had decided to search for answers elsewhere, but had caught word of a tournament at somewhere called “The Dome”. Because of her hopes of somehow obtaining money if she won this, she decided to enter. The reward was not stated, but probably would be somewhat high and she needed that money to get the answers she needed, answers to the many question residing in her head. These questions regarded the fate of her mother and father, but more importantly, the fate of Aphinia and possibly the rest of the world.
Pronunciation Guide: Amira – Ameera, Epiphany- Epifany, Tyrium – Tearium, Genevieve – Jeniveeve, Aphinia – Afinia, Bea’ Armoire – Bay Armua (think.. French accent), Felavore - Felavor